import sys
import pygame
from bullet import Bullet
from alien import Alien


def check_keydown_events(event, ai_settings, screen, ship, bullets):
    """响应按键"""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = True
    elif event.key == pygame.K_LEFT:
        ship.moving_left = True
    elif event.key == pygame.K_SPACE:
        fire_bullet(ai_settings, screen, ship, bullets)
    elif event.key == pygame.K_q:
        sys.exit()


def check_keyup_events(event, ai_settings, screen, ship, bullets):
    """响应松开"""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    elif event.key == pygame.K_LEFT:
        ship.moving_left = False


def check_events(ai_settings, screen, ship, bullets):
    """响应按键和鼠标按键"""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event, ai_settings, screen, ship, bullets)
        elif event.type == pygame.KEYUP:
            check_keyup_events(event, ai_settings, screen, ship, bullets)


def update_screen(ai_settings, screen, ship, aliens, bullets):
    """更新屏幕上的图像，并切换到新屏幕"""
    # 每次循环时都重绘屏幕
    screen.fill(ai_settings.bg_color)
    # 在飞船和外星人后面重绘所有子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)

    # 让最近绘制的屏幕可见
    pygame.display.flip()


def update_bullets(bullets):
    """更新子弹的位置，并删除已消失的子弹"""
    # 更新子弹的位置
    bullets.update()
    # 删除已消失的子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
        # print(len(bullets))


def fire_bullet(ai_settings, screen, ship, bullets):
    """如果还没有到达限制，就发射一颗子弹"""
    # 创建一颗子弹，并将其加入到编组bullets中
    if len(bullets) < ai_settings.bullet_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)

def create_alien(ai_settings, screen, aliens, alien_col_number, alien_row_number):
    alien = Alien(ai_settings, screen)
    alien.rect.x = alien_col_number * 100
    alien.rect.y = alien_row_number * 100
    aliens.add(alien)

def create_fleet(ai_settings, screen, aliens):
    """创建外星人群"""
    # 创建一个外星人，并计算一行可容纳多少个外星人
    # 外星人间距为外星人宽度
    alien = Alien(ai_settings, screen)
    alien_width = alien.rect.width

    # 创建第一行外星人，每行10个外星人，间距为100
    for alien_col_number in range(1, 10):
        for alien_row_number in range(1, 3):
        # 创建一个外星人并将其加入当前行
            # alien = Alien(ai_settings, screen)
            create_alien(ai_settings, screen, aliens, alien_col_number, alien_row_number)

def check_fleet_edges(ai_settings, aliens):
    """当有外星人到达边缘时采取相应的措施"""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break

def change_fleet_direction(ai_settings, aliens):
    """将整群外星人下移，并改变他们的方向"""
    for alien in aliens.sprites():
        alien.rect.y = ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1

def update_alients(ai_settings, aliens):
    """检查是否有外星人位于屏幕边缘，并更新整群外星人的位置"""
    check_fleet_edges(ai_settings, aliens)
    aliens.update()



